00:23:566 (2,3) - These would be good as circles because of the tiny pause at the end of the sounds. Because you have many 1/2 sliders in the same section having these as circles would show good contrast. Same for 00:28:618 (2,3) -

00:26:645 (5) - Place this here 00:26:487 . Flows better rhythmically and to be honest follows the song better too

00:33:671 (2) - delete finish on tail

00:40:776 (8) - If you're going to map this as a kickslider the same way as 00:40:618 (7) then add a clap on the head

00:42:987 (2,3,4) - Can you histsound this in a way so 00:43:066 (3) doesn't feel like a ghost note?

01:10:618 (1,2,3) - imho opinion it would be more natural to follow the vocals since they are the most audible here and because you followed them previously. It would make the transition to the drums at 01:11:250 (1) stand out more

01:10:618 (1) - oh and use the same SV as early 01:09:513 (3) , the sudden increase is weird when there are no abrupt changes to the music

Kisses wrote:

All for one

00:19:500 (3) - Mute slider end

00:23:566 (2,3) - These would be good as circles because of the tiny pause at the end of the sounds. Because you have many 1/2 sliders in the same section having these as circles would show good contrast. Same for 00:28:618 (2,3) -

00:26:645 (5) - Place this here 00:26:487 . Flows better rhythmically and to be honest follows the song better too

00:33:671 (2) - delete finish on tail

00:40:776 (8) - If you're going to map this as a kickslider the same way as 00:40:618 (7) then add a clap on the head

00:42:987 (2,3,4) - Can you histsound this in a way so 00:43:066 (3) doesn't feel like a ghost note?

01:10:618 (1,2,3) - imho opinion it would be more natural to follow the vocals since they are the most audible here and because you followed them previously. It would make the transition to the drums at 01:11:250 (1) stand out more I'd like to keep the current pattern. The reason that I forced a good amount of momentum in 01:10:618 (1,2,3) - is to draw out the focus from the players should they become too comfortable with the calm part. It's also a good emphasis to the vocals, as the section on the calm part doesn't emphasize on the vocals (which I am doing for the most of the song)

01:10:618 (1) - oh and use the same SV as early 01:09:513 (3) , the sudden increase is weird when there are no abrupt changes to the music

Genera:Easy, Hard, and Insane make me update afte downloading so unless you updated it like fucking 2 seconds after I downloaded it then idk.Without looking at it the gap between Easy and Normal seems big but idk lmao01:21:355 - You're gonna need a flash here too so it doesn't just pop up. You've got all of the side-effects of the flash correct, but you need that big white bang to sort of make that transition work nicely. Steal it from this idk lmao https://osu.ppy.sh/s/137855I'm going to assume that the storyboard isn't finished which while it bugs me I'm already 2 diffs in so fuck it lmao.

Scarlet:00:00:500 - Man this fucking slider speed sucks. Apply to every slider in this section because jesus christ. Like I'm glad you didn't just make it 0.5x like every other fucking mapper in the game but it still feels so fast that it really doesn't fit the song at all, especially because they're not really long sliders like Larto or NotShinta that warrant a high SV00:05:300 (1) - The bottom endpoint is way too high so the slider curves in a really shitty way. 00:18:100 - why is there a break here lmfao the sentence is still going lmaooo.00:20:724 (1,2,3,1,2,3,1,1,2,1,2) - what the fuck. Like let me just sort of break this down stylistically, the sort of actions you're doing here imply that we've hit some sort of major arrival point. While we've hit A point, it's not really the ARRIVAL point, and NOTHING in the map really sort of implies "oh man this part NEEDS to be mapped like I'm begging to be pp farming." Especially because you have a storyboard, the storyboard can be effective in translating these points of arrival. But you don't do that and it makes me really sad.00:45:513 (1) - http://puu.sh/z8rxe/c0fcfd7365.png . Which I think is kind of silly but lmfao like uhhhhhhhhhhhhhhhhhhh do that.00:53:408 (2) - You'd be better off having these as 2 notes, one for the high hat and one for the word.00:59:250 (1) - In theory this is really cool but playing it its' like "oh man fare thee well, good flow."01:01:460 (2,3,1,2,3) - yeah stuff like this essentially like you could make a really pretty star here or something but then you crank down the spacing and it's like aaa why if anything it'd get more spacing as you go like lmaoo01:05:644 (2,3,4) - aaa help it's me (2) you're sitting on me put me somewhere else on the map so I'm not covered by (1)01:11:250 (1,2,1,2,1,2,1,2,1,2,1,2,1,2) - 2008 called they want their pattern back.

Man.

Extra:00:11:300 (3,4,5) - Like yes this works usually but because you've established such a strong 1/1 what ends up happening is that we're sort of muscle memorying it, and we need something STRIKING to make us be like "oh fuck I better click this one earlier"00:20:724 - can the other extra map this part like this lmao

Insane:00:14:900 (1,2,3) - jumps might be getting a little big here lmao00:20:724 (1) - This slider reminds me of the scene in Monster's Inc where Mike is on the commercial for Monster's Inc but the logo blocks his face.00:59:724 (1) - I think the first red anchor is just a little too high lol

Light Insane I guess that's a thing now:00:53:566 (1,2) - this long break over NCs usually doesn't work out to well lol. Either NC (2) or move the NC from what is currently (1) to what is currently (2)

Hard:Fine lmao

Normal:00:32:724 (2,1,2,3,4,1,2) - This is kinda dense lmao. Like I get why you do it but it doesn't make it any less dense.00:40:302 (6,7,1,2,3,4,5,1,2) - The Human Centipede 2 (Full Sequence) is a 2011 Dutch black and white exploitation-horror film[4] written, directed, and co-produced by Dutch filmmaker Tom Six. The sequel to Six's 2009 film The Human Centipede (First Sequence), the film stars Laurence R. Harvey as a mentally impaired English man who watches and becomes obsessed with the first Human Centipede film, and decides to make his own "centipede" consisting of 12 people, including Ashlynn Yennie, an actress from the first film. Also slidertrains suck do not do them.

This plays a little bit more like an advanced. Which works because the spread from Hard to Normal is pretty okay, however...

Easy:00:37:145 (3,4,1) - you're already following the syncopated cymbal crashes, might as well keep on going.

Yeah like while I'm really happy that you're not making this super metronomic and following the strongest beats rather than the white ticks, it's still a pretty big gap between this and normal. This still has a lot of really long repeat sliders, while normal is pretty syncopation heavy and uses a LOT of 1/2s and stuff. Sooo you might run into some issues with that when it comes to getting mods from people who's opinions actually matter.

Ya besides the easy and scarlet's diff being too 2018 for me, it's a good set.

CDFA wrote:

W O R K I N P R O G R E S S

Genera:Easy, Hard, and Insane make me update afte downloading so unless you updated it like fucking 2 seconds after I downloaded it then idk.Without looking at it the gap between Easy and Normal seems big but idk lmao01:21:355 - You're gonna need a flash here too so it doesn't just pop up. You've got all of the side-effects of the flash correct, but you need that big white bang to sort of make that transition work nicely. Steal it from this idk lmao https://osu.ppy.sh/s/137855I'm going to assume that the storyboard isn't finished which while it bugs me I'm already 2 diffs in so fuck it lmao.

Scarlet:00:00:500 - Man this fucking slider speed sucks. Apply to every slider in this section because jesus christ. Like I'm glad you didn't just make it 0.5x like every other fucking mapper in the game but it still feels so fast that it really doesn't fit the song at all, especially because they're not really long sliders like Larto or NotShinta that warrant a high SVSure, the sliders are a lot faster than normal maps but using CS3 here does make the sliders easier to follow. The overall theme of the map is mostly high SV sliders, so making this section here any slower felt a little inconsistent with the overall theme

00:05:300 (1) - The bottom endpoint is way too high so the slider curves in a really shitty way. Hopefully is curves nicer now..?

00:18:100 - why is there a break here lmfao the sentence is still going lmaooo.Initially thought it would be nice having slight break before transiting to the guitar section. Mapping it seems nicer yea

00:20:724 (1,2,3,1,2,3,1,1,2,1,2) - what the fuck. Like let me just sort of break this down stylistically, the sort of actions you're doing here imply that we've hit some sort of major arrival point. While we've hit A point, it's not really the ARRIVAL point, and NOTHING in the map really sort of implies "oh man this part NEEDS to be mapped like I'm begging to be pp farming." Especially because you have a storyboard, the storyboard can be effective in translating these points of arrival. But you don't do that and it makes me really sad.Kinda overdone this section. Simplified this section here with lower SV and simpler pattern

00:45:513 (1) - http://puu.sh/z8rxe/c0fcfd7365.png . Which I think is kind of silly but lmfao like uhhhhhhhhhhhhhhhhhhh do that.o, didn't know this rule actually exist LOL. I think it should be fine...? Since lots of modern map have been playing around with non-standard velocity without announcing anything in the map description

00:53:408 (2) - You'd be better off having these as 2 notes, one for the high hat and one for the word.Will consider this option. The current slider does fit with the crash cymbal

00:59:250 (1) - In theory this is really cool but playing it its' like "oh man fare thee well, good flow."Wanna give the slight pause in flow following the guitar similar to what I did like 00:23:566 (1,2,3) -

01:01:460 (2,3,1,2,3) - yeah stuff like this essentially like you could make a really pretty star here or something but then you crank down the spacing and it's like aaa why if anything it'd get more spacing as you go like lmaooSure, increased the spacing here.

[Top diff cuz I cant spell]cs3 map but somehow I feel like 3.5 would be better, this doesn't really play that well with 3 imo00:06:500 (2,1) - A bit weird stacking the circle on the sliderhead, a bit of movement would be better so how about stacking it on the sliderend instead00:17:000 (3) - A fast slider would compliment the two sliders before a bit more to the vocals https://starrstyx.s-ul.eu/mjJeVCbB00:23:487 (2,1) - 00:27:987 (3,2,1) - Don't think these two are in a straight line, but I could be wrong00:47:250 (1) - A more curved slider would look better a bit ¯\_(ツ)_/¯00:48:671 (2) - Better not to stack this, make a back & forth movement like 00:48:039 (1,2,3) - 00:53:408 (2) - This pattern sounded weird while testplaying, assuming you are mapping to the vocals I think moving the slider forward to the white tick and placing a circle on the red tick would be better01:09:829 (1) - ctrl g? a bit unintuitive atm01:11:250 (1,2,1,2,3) - I love this pattern01:56:408 (1,2,3,4,1) - seems a bit weird to have a linear stream, would rather keep it curved from the previous stream section01:57:197 (4) - had a bit of trouble aiming the circle after this one, stack this under 01:56:250 (3) - instead?Really fun map, though shrinking the cs could be beneficial

[Extra]Im not a huge fan of using 1/1 circle rhythm for the intro considering the top and the insane diff use sliders instead00:11:750 (1) - Honestly even though it's a blue tick slider I don't really think you need to nc this, considering it's easy enough to read00:16:100 (1,2) - why do ppl these days love sticking only a short bit of slider out for a kickslider -_00:28:776 (3,4) - There isn't really a need to have a spacing difference between these two circles compared to the rest.. considering the song doesn't have that much of a change01:07:776 (4) - blanket instead? current placement seems a bit oddNothing much wrong with this diff although I do question some of the spacing choices

00:48:671 (2) - Better not to stack this, make a back & forth movement like 00:48:039 (1,2,3) - Yea, back forth does play better

00:53:408 (2) - This pattern sounded weird while testplaying, assuming you are mapping to the vocals I think moving the slider forward to the white tick and placing a circle on the red tick would be betterWas mapping the slider following the clash. But yea your suggestion works a lot better

StarrStyx wrote:

Im fucking gya Loler

[Extra]Im not a huge fan of using 1/1 circle rhythm for the intro considering the top and the insane diff use sliders instead but its my style (nah jk. denser rhythm on high diff will compensate for sr)00:11:750 (1) - Honestly even though it's a blue tick slider I don't really think you need to nc this, considering it's easy enough to read since it's a different interpreted rhythm (starting earlier than expected) It's better safe than sorry)00:16:100 (1,2) - why do ppl these days love sticking only a short bit of slider out for a kickslider -_ LO00:28:776 (3,4) - There isn't really a need to have a spacing difference between these two circles compared to the rest.. considering the song doesn't have that much of a change Putting being consistent with 00:23:724 (3,4) - aside, 00:28:934 (4) - here has a bit of a strong music change, so I think that a good momentum to reflect the guitar would be beneficial01:07:776 (4) - blanket instead? current placement seems a bit odd sureNothing much wrong with this diff although I do question some of the spacing choices thanks xd

Underdogs wrote:

Kisses wrote:

All for one

01:10:618 (1,2,3) - imho opinion it would be more natural to follow the vocals since they are the most audible here and because you followed them previously. It would make the transition to the drums at 01:11:250 (1) stand out more I'd like to keep the current pattern. The reason that I forced a good amount of momentum in 01:10:618 (1,2,3) - is to draw out the focus from the players should they become too comfortable with the calm part. It's also a good emphasis to the vocals, as the section on the calm part doesn't emphasize on the vocals (which I am doing for the most of the song)

ok i don't know exactly what you're trying to say but I'll just state that the vocals are actually 1/3 here

Insane

00:23:092 (1) - to 00:30:197 (4) - this section could do with a much lower density. Same goes for light insane

01:10:302 (4) - turning this into a slider or deleting circle 5 is better imo

01:45:987 - i didnt think it was necessary to lower the volume here01:39:039 - i also think it would be much better if you didn't map the vocals here and left it as a pause. I'm speaking from my experience as a mapper and a modder, though I can't force you to change. I definitely think a pause would be better for the Hard at the very least[]will mod easy, normal and scarlet this week

Kisses wrote:

ok i don't know exactly what you're trying to say but I'll just state that the vocals are actually 1/3 here fixed then xd

Insane

00:23:092 (1) - to 00:30:197 (4) - this section could do with a much lower density. Same goes for light insaneHere at the list of what I didn't change, mostly since I follow vocals here, and I'm trying to follow guitar's music density (in terms of pitching)

00:25:145 (3,4,5) - here is mainly due to the change of guitar playing play a different melody, so putting circles would reflect it better

AR 7.5 would make it a bit more noob friendly whilst still being fitting for the diff itself. what do you think? seems great. applied

00:20:724 (1) - ok so the way you mapped this section with a lower object density compared to the more intense parts is good. I wish you could do the same for insane and light insane too bad they're called insane diff for a reason xd

00:47:250 (3) - whistle dad I think you misread that as clap LOL but sure fixed

01:45:987 - i didnt think it was necessary to lower the volume here fixed01:39:039 - i also think it would be much better if you didn't map the vocals here and left it as a pause. I'm speaking from my experience as a mapper and a modder, though I can't force you to change. I definitely think a pause would be better for the Hard at the very least alright. applied it to hard diff :dwill mod easy, normal and scarlet this week

Insane01:11:881 (3) - maybe use two circeles to reflect the vocal01:18:829 (1,2,1,2,1,2) - maybe make these increase in spacing to reflect the build up

Extra00:41:881 (1) - could use more emphasis for the downbeat01:52:145 (1) - could use more emphasis for the down beat :^

One and only [ -Scarlet- ]00:10:100 (1) - maybe stack with 00:08:600 (4) - for emphasis01:03:671 (1) - pretty sure this is off screen01:19:460 (1) - could use more spacing to emphasize the in the thing